• Title/Summary/Keyword: 트위치 TV

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The Importance of Concept Advertising (광고에 있어서 컨셉트의 중요성)

  • 신용순
    • Archives of design research
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    • v.11 no.1
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    • pp.89-98
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    • 1998
  • Advertising is persuasion activity, carrying concept to the aimed target through non-personal media. This study concerns on the very concept. Its meaning, their relations and strategic ' position in advertising. This study tried to clarify concept of concepts used as various meanings and set up making-concept method. Accordingly, this study begins with surveys of product concept, advertising concept and creative concept. And then tried to clarify their relations and strategic position in advertising, On the ground of the above achievements, this study set up the effective making-concept rules through TV commercials case study.

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Study on the UX of Internet Broadcasting -Focused on the Afreeca TV, the Twitch TV- (인터넷 방송 애플리케이션의 사용자 경험 연구 -아프리카 TV와 Twitch TV를 중심으로-)

  • Kwon, Jin-Hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.407-413
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    • 2018
  • This study suggest the development direction of mobile environment by combining UX satisfaction index and UI guideline. In order to improve the satisfaction of viewers, in this study, we understand the mobile Internet broadcasting environment and application by combining UX and UI index. We present components which are suitable for internet broadcasting and calculate it on each broadcasting screen. Internet broadcasting application is for satisfaction of viewers. To make application which is satisfy viewer's needs, those advantages of applications should be combined.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

Characteristics and Comparison of Popular Channels on Internet Game Broadcasting: Focus on Twitch TV (인터넷 게임 방송에서 나타나는 인기 채널의 특징과 비교: Twitch TV를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study analyzes popular channels of America's Twitch TV that centers on video game among several Internet broadcasting services. Afreeca TV de facto monopolizes the Internet broadcasting industry in South Korea; however, Twitch TV is popular around the globe and tries to expand business in Korea. Specifically, this study collects data of popular domestic/international channels on every Friday 9:00 p.m. 20 times, and examines differences of between those channels: 1) the number of the audience(users) 2) the frequency of games 3) the genre of games 4) nationality of games. Internet broadcasting streaming service does not have a concept of ratings, but it could be categorized as popular based on users connecting the channels. Thus, this study studies characteristics of Twitch TV, and further discusses the future of the Internet broadcasting.

(Types of metonymy applied to emoticons and their salience attributes - Focusing on the comparison of high-context and low-context emoticons -) (이모티콘에 적용된 환유 유형과 현저성 속성 - 고 맥락과 저 맥락 이모티콘의 비교를 중심으로 -)

  • Kim, Chan Hee;You, Si Cheon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.91-101
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    • 2021
  • Visual communication based on socio-cultural context, such as emoticons on social media, is increasing. Therefore, it is necessary to study the visual expression of metonymy as a means to correctly understand the communication method in the age of visual culture. The purpose of this study is to explore how metonymy is visualized within a cultural context. Specifically, , a typical underlying phenomenon of metonymy expression, and the expression principles of various reproduced through it are identified by pairing them with the cultural context. Based on context theory, which is a representative discourse in the social science field, emoticons from in high context and emoticons in in low context were selected and compared as case study subjects. The major findings are: First, a visual application model of metonymy was proposed regarding the process through which metonymy is reproduced as a visual result. Second, the types of metonymy and their salience attribute applied to the emoticon expression method was identified in detail. Third, based on the contextual theory, how the characteristics of high-context visual metonymy differ from that of low-context visual metonymy were presented. In the future, the results of this study can be used as a criterion for judging the local acceptability and local suitability of design results in the design development process that requires the use of localization strategies.

Location tracking method for ubiHome exploiting ubiTrack (ubiHome을 위한 ubiTrack 기반 위치 추적 방법)

  • Jung, Woo-Jin;Yoon, Hyo-Seok;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.647-652
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    • 2006
  • 본 논문에서는 스마트 홈을 위한 실내 위치 추적 방법을 제안한다. 스마트 홈 환경에서 개인의 상황에 맞는 서비스를 제공하기 위해서 위치는 중요한 정보 중의 하나이며 최근에는 위치 정보를 확장하여 거주자의 행동 정보를 활용하여 거주자의 행동에 따른 서비스를 제공하는 것이 이슈가 되고 있다. 이를 위해서 제안된 적외선 기반 실내 위치 추적 시스템인 ubiTrack은 스마트 홈 내의 거주자로부터 거주자의 행동을 추론하기 위한 여러 컨텍스트 정보를 추출할 수 있다. 제안된 방법은 발신기, 수신기, 그리고 클라이언트 부분으로 나뉜다. 발신기는 천장에 부착되어 있는 적외선 발신기로부터 각각의 아이디를 가진 적외선 신호를 발생한다. 두 개의 적외선 수신 센서로 구성된 수신기는 발신기에서 발신된 아이디를 수신하여 클라언트 부분으로 보낸다. 클라이언트는 이 개별 아이디를 실제 위치정보로 전환하고 이를 활용하여 거주자의 방위와 속력 정보를 추출한다. 추출된 속력 및 방위 정보를 활용하여 거주자의 간단한 행동 정보를 추론할 수 있다. ubiTrack에서 추출된 이러한 정보는 거주자의 최종 행동 정보, 즉 거주자가 TV를 보려는지, 전등을 사용하려는지 등의 정보를 추론하는데 사용될 수 있다. 제안된 방법은 스마트 홈 테스트 베드인 ubiHome에 적용이 되었으며 몇 가지 실험을 통하여 거주자의 행동을 통하여 스마트 홈 환경에서 거주자의 행동을 통한 서비스 제공이 가능함을 보였다.

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